;
;   CIVILIZATION GAME DATA - COLONIES Scenario v4.23 (MP version)
;   Copyright (c) 1995 by MicroProse Software
;   (Modifications by John Ellis - 2003)

;
;   Cosmic Principles
;

@COSMIC
2       ; Road movement multiplier
15      ; 1 in x chance Trireme lost (mod. by Navigation)
3       ; # of food each citizen eats per turn
80      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
1       ; Settlers eat (govt >= Communism)
6       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
3       ; Town Hall needed to exceed this size
8       ; Drainage System needed to exceed this size
45      ; Tech paradigm (higher # slows research)
8       ; Base time for engineers to transform terrain (x2)
0       ; Monarchy  pays support for all units past this
1       ; Communism pays support for all units past this
0       ; Fundamentalism pays support for all units past this
45      ; Communism is equivalent of this palace distance.
80      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
6       ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
8       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = 
;     Modifier =
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Academy of Science, 3, 2,  Gun, Map, 3, 3    ; AFl Allows Academy (with Scientific Rationalism, 18th Century) 
Arme des Chevaliers*,1,-1,Pot, no,  2, 0    ; Alp Allows Chevaliers (only given to French)
Artillery,          7,-2,  Min, Tac, 0, 0    ; Amp Allows 12pdr
Army Pay Regulations,4,-1, Tac, Rob, 1, 1    ; Ast 
Agricultural Science,4, 1, AFl, Ind, 1, 4    ; Ato Allows Land Reform (with 18th C)
Dutch Archictecture*,1,2,  Pot, no,  2, 4    ; Aut * 1/2 of Modern (Dutch style)
No Blue Uniforms*,  1, 3,  Pot, no,  3, 0    ; Ban 
Bridge Building,    2, 1,  nil, Map, 2, 4    ; Bri * Bridge building - Starter tech
Protestantism*,     1, 2,  Pot, no,  1, 2    ; Bro Think of a benefit.....
Catholicism*,       1, 2,  Pot, no,  0, 2    ; Cer * Activates Temples
Accurate Timepiece, 3, 1,  Chi, Mob, 2, 3    ; Che Allows Longtitude Reckoning (with Astronomy)
Pendulum Clock,     2, 2,  nil, nil, 2, 4    ; Chi Allows AT (with Mechanics)
Corporate Debt Trading,3,-1, Wri, U3, 2,1    ; CoL Allows Industrialisation, First Stock Exchange
Swedish Cavalry Tactics*,1,-2,Pot,no, 2,0    ; CA  Starter tech for Euros except England
Centralised Administration,9,2,Eco,Roc,1,1   ; Cmb Allows SCA (with Musket) and Parliamentary Monarchy (Rep) 
Enlightened Absolutism,5,2,Iro, Cmb, 2, 1    ; Cmn #15 * Catholic Govt, plus reduces Cathedrals
Canals,             3, 2,  SE,  Bri, 2, 4    ; Cmp Allows Municipal Canal, Canal Hub Wonder with Centralised Admin.
Civic Finance,      7, 2,  Eco, X6,  0, 1    ; Csc Allows West India Co. 
Field Fortifications,4, 0, nil, nil, 0, 0    ; Cst * Fortress (STACKABLE) building (allowed in MP)
Jesuit Militancy*,  5, 1,  Pot, no,  2, 2    ; Cor Allows Spanish Inquisition
Draughtsmanship,    3, 1,  nil, nil, 0, 3    ; Cur NOT starter tech except English, Dutch and French.
Republic*,          2, 2,  Pot, no,  3, 2    ; Dem #21 * Govt, plus Courthouse happy effect - Given via Events
Economics,          3, 1,  Too, Roc, 1, 1    ; Eco Allows Econ policy, Centralised Admin. & Joint Stock Co. (Starter for Dutch)
Hydraulics,         2, 2,  Mob, Met, 2, 4    ; E1  Allows Steam Engineering (with Steam Engine)
Calvinism*,         1, 2,  Pot, no,  1, 2    ; E2  * 1/2 of Modern Style, improves Coliseium (Protestant Church), allows Protestant Church
Engineering,        4, 0,  Mob, Cur, 2, 4    ; Eng Allows Canals, Steam Engineering 
Events*,            1, 0,  Pot, nil, 1, 2    ; Env Special tech
Flintlock,          8,-2,  PT,  Met, 2, 0    ; Esp Allows Firelock unit
Naval Charts,       3,-1,  NP,  Cur, 0, 4    ; Exp Allows Arquebusiers, Starter tech
Caraole*,          1,-2,  Pot, no,  2, 0    ; Feu Allows Mercenaries (not English)
Diplomatic Policy,  2, 2,  Roc, Cmb, 3, 1    ; Fli Allows Eiffel Tower
Revolution!,        4,-2,  Cmn, Rob, 2, 2    ; Fun # 31 * Govt - Only poss. in 18th C with Radicalism
National Industries,4, 2,  Ldr, ToG, 3, 4    ; FP  
Brass Foundry,      4,-2,  Met, PT,  2, 4    ; Gen Allows Mobility Doctrine (with Metallurgy)
Refugees from War*, 1,-2,  Pot, no,  0, 0    ; Gue * Allows colonist formation on citytaken.
Scientific Rationalism,3, 2,Map,Ind, 1, 3    ; Gun * Sells Barracks - irrelevant, 1/2 Renaissance People style - Base Tech
Heavy Cavalry Cuirass*,1,-1,Pot, no, 2, 0    ; Hor Allows Horse Troopers - only given to English
Eighteenth Century*,1, 0,  Pot, no,  3, 3    ; Ind # 37 * Industrial City Style & enabler tech (Events-driven)
Spanish Culture*,   1, 0,  Pot, no,  0, 2    ; Inv # 38 * 1/2 Renaissance People style 
Great Cardinal Dies!*,3,1, Pot, no,  0, 2    ; Iro # 39 Given to French 1:50, allows Enlightened Absolutism.
Iron Foundry,       2,-1,  nil, nil, 3, 4    ; Lab Starter tech - allows Cannon Foundry improvement, Demi-Culverin
Joint Stock Company,3, 2,  Eco, Mag, 2, 1    ; Las Allows Stock Exchanges (and WEC with Monopolies)
Industrial Beginnings,4,0, SFl, CoL, 3, 4    ; Ldr Allows Iron Works, Future Tech
Legal Reform,       8, 0,  Mag, Sth, 3, 2    ; Lit Allows Magistrates' Courts, allows State Const. (with Radicalism) 
Mercantilism,       3, 2,  Map, nil, 1, 1    ; Too Allows State Bureaucracy, Corporate Law
Corporate Law,      5, 1,  Tra, Too, 3, 2    ; Mag Allows Joint Stock Company, Legal Reform
Renaissance Science,3,-1,  nil, nil, 0, 3    ; Map * Exchange maps
Stable Taxation,    8,-1,  Cmb, Lit, 0, 1    ; Mas Allows State Commission Army (with Centralised Admin.)
Line of Battle Tactics,5,-2,San,U2,  1, 0    ; MP  Allows Frigates, 2-Deckers and 3-Deckers
Monarchy*,          3, 0,  Pot, no,  0, 3    ; Mat Dummy tech to allow Const. Monarchy. (Starter Tech)
Merchant Marine,    4, 2,  Too, Nav, 0, 1    ; Med Allows Merchantmen, Ports
Metallurgy,         6,-1,  Lab, Ref, 2, 4    ; Met Allows Artillery (with Mob. Doctrine)
Tactical Artillery, 4,-2,  Esp, Gen, 0, 0    ; Min Allows 3pdr Galloper Gun
Mechanics,          4, 1,  Esp, Met, 2, 4    ; Mob * Sells Barracks - Not starter tech for all
Constitutional Monarchy,4,1,Mat,Sth, 2, 3    ; Mon # 54 * Govt 
Christianity*,      1, 2,  Pot, no,  0, 2    ; MT  * Activates Cathedrals
Counter-Reformation*,1,2,  Pot, no,  2, 2    ; Mys # 56 * Improves Temples (Catholic Churches)
Improved Hulls,     4,-1,  Phy, NF,  1, 0    ; Nav * Reduces sinking risk.
Naval Architecture, 3,-1,  Cur, Map, 1, 0    ; NF  * Makes NPP safe (allows Improved Hulls, Naval Prof.)
Longtitude Reckoning,3, 1, Che, Map, 1, 0    ; NP  * Extra ship move, allows Naval Charts
Spanish Costume*,   4, 2,  Pot, no,  0, 2    ; Phi * Bonus tech 
Naval Gunnery,      3,-2,  Map, PT,  1, 0    ; Phy Allows Galleon (Starter tech)
Naval Artillery,    3,-2,  War, Amp, 1, 0    ; Pla Allows Strengthened Gundecks (with Vaisseaux Shiptype)
Price Controls,     3, 1,  Cmb, Rfg, 1, 1    ; Plu Allows Grain Markets
Renaissance Military,1,-2, nil, nil, 2, 0    ; PT  Starter tech, allows Pikemen (and Bayonet, with Firearms)
Pedia Tech,         2, 1,  no,  no,  2, 3    ; Pot Special tech
Don't use,          1,-2,  no,  no,  0, 4    ; Rad * Airbase construction
Don't use,          1, 0,  no,  no,  3, 4    ; RR  * Railroad
Radicalism*,        0, 1,  Pot, no,  2, 2    ; Rec # 68 Given via events on random basis, allows Parl. Mon (Eng) Revolution (Fr, Du) 
Refining,           6, 0,  nil, nil, 3, 4    ; Ref Allows Metallurgy (with Iron Foundry)
Enclosures,         3, 2,  Uni, Cmb, 1, 4    ; Rfg * Double-irrigation allowed, city tile improved. Allows Farmers
Rights of Parliament,4, 2, Rec, Sth, 3, 3    ; Rep # 71 * Govt - Parliamentary Monarchy - Given via Events
Rights of Man,      4, 1,  Rec, Ind, 3, 2    ; Rob Radicalism & 18th Century - allows Revolution
State Bureaucracy,  4, 2,  Cur, Too, 2, 1    ; Roc Allows Centralised Admin. (with Economics)
Strengthened Gundecks,3,-2,Sea, Pla, 1, 0    ; San Allows Navel Artillery
Advanced Naval Arch.,3, 0, Cur, War, 1, 0    ; Sea * Reduces sinking risk.
Steam Engineering,  3, 1,  SE,  Eng, 3, 4    ; SFl Allows Industrialisation (with Metallurgy)
State Constitution, 4, 2,  Roc, nil, 3, 2    ; Sth Allows Legal Reform (with Merchant's Rights)
Steam Engine,       3, 1,  E1,  Mob, 2, 4    ; SE  Allows Steam Engineering (with Mechanics)
Steel Bayonets,     6,-1,  Met, Esp, 3, 0    ; Stl Allows Bayonets 
Spanish Nobility*,  1,-1,  Pot, no,  0, 2    ; Sup Allows Conquistadores
State Commission Army,9,-1,Stl, Mas, 3, 0    ; Tac Allows Musketeers, Grenadiers, Dragoons, Garrisons.
Lutherianism*,      1, 2,  Pot, no,  1, 2    ; The * Improves Cathedrals
Transport Network,  4, 2,  Cmb, Cmp, 3, 4    ; ToG Allows Canal Network Wonder (King Richard's Crusade)
Trade,              4, 2,  nil, nil, 0, 1    ; Tra * Trade info appears (Starter tech)
Land Reform,        3, 2,  Ato, Lit, 1, 4    ; Uni Allows Universities (Libraries) - Starter Tech
Vaisseaux Shiptype, 4,-2,  Nav, Phy, 1, 0    ; War Allows Brig and Man o' War, allows Strengthened Gundecks (with Naval Artillery)
Fortification Science,4,-2,Lab, Eng, 0, 0    ; Whe # 87 Allows Fortress
West India Company, 3, 1,  Las, Csc, 2, 1    ; Wri Allows Company Trader
Future Technology,  1, 0,  FP,  AFl, 3, 4    ; FT 
Court Ritual,       2, 2,  Cmn, Cmb, 3, 3    ; U1 
Naval Professionalism,3,-2,War, Med, 1, 0    ; U2  
National Debt,      3,-2,  Eco, Cmb, 1, 1    ; U3  
Un-Dutchness*,      1, 0,  Pot, no,  0, 0    ; X1 SPARE
No Red Uniforms*,   1, 3,  Pot, no,  3, 0    ; X2 
No White Uniforms*, 1, 3,  Pot, no,  3, 0    ; X3 
Revocation of Edit of Nantes*,1,0,Pot,no,2,2 ; X4 #96
Suburban Building,  2, 0,  Ldr, Rfg, 1, 4    ; X5 
Colonial Tariffs,   4, 6,  Too, Med, 0, 1    ; X6 
Letters of Marque,  3,-1,  Too, Roc, 1, 0    ; X7 
;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Royal Court,              10,20,    nil,
Staff College,             4, 4,    no,
Town Granaries,            6, 1,    Map, 
Catholic Church,           0, 0,    Cer,
Excise Duties,             2, 1,    Mon,
University,               10, 5,    Map,
Magistrates' Courts,       5, 1,    Lit, 
Non-combatants,            0, 0,    nil, 
Town Charter,              2, 1,    Csc, 
Chamber of Commerce,       4, 2,    Mag,
Cathedral,                28, 0,    MT,
Academy of Science,       20, 4,    AFl,
Mass Transit,             16, 4,    no, 
Protestant Church,         0, 0,    Bro,
Cannon Foundry,           14, 5,    Lab,
Iron Works,               20, 8,    Ldr, 
SDI Defense,              20, 4,    no, 
Crown Lands,              30, 0,    no, 
Beam Pumping Engine,      10, 2,    SE, 
Municipal Canal,          30, 0,    Cmp, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,            6, 4,    no,
Suburban Building,        12, 3,    X5, 
Grain Market,              2, 1,    Plu,
Toll Bridges,              6, 0,    Bri, 
Research Lab,             16, 3,    no, 
City Walls,                0, 0,    no, 
Harbour Forts,            12, 1,    no, 
Solar Plant,              10, 4,    no, 
Fishing Boats,             3, 0,    Map,
Port,                     10, 5,    Med,
Airport,                  16, 3,    no, 
Town Militia Ordinance,    0, 0,    Dem, 
Royal Naval Dockyard,     10,10,    no,
SS Structural,             8, 0,    no,
SS Component,             16, 0,    no,
SS Module,                32, 0,    no,
(War Taxes),              60, 0,    nil,
Pyramids,                 20, 0,    no,
The Greatest Court in Europe,40,0,  U1,  ;(Hanging Gardens)
The First Stock Exchange, 20, 0,    CoL, ;(Colossus)
Royal Hydrographic Office,80, 0,    Exp, ;(Lighthouse)
Great Library,            30, 0,    no,
Inquisicin Espaola,     20, 0,    Cor, ;Spanish (Oracle)
Great Wall,               30, 0,    no,
Swedish Military System,  30, 0,    CA,  ;(Sun Tzu's)
Canal Network Hub,        40, 0,    ToG, ;(King Richard's)
Marco Polo,               15, 0,    no,
Calvinist Evangelism,     20, 0,    E2,  ;(Michelangelo)
Cambridge University,     10, 0,    nil, ;(Copernicus)
Dutch Shipbuilding Skills,10, 0,    nil, ;(Magellans)
Dutch Empire Building,    10, 0,    nil, ;(Shakespeare)
Leonardo's Workshop,      40, 0,    no,
Edict Of Nantes,          10, 0,    MT,  ;French (Bach)
The Royal Academy,        30, 0,    AFl, ;(Newton)
Colonial Monopoly,        10, 0,    X6,  ;(Adam Smith's Trading Co.)
Darwin,                   40, 0,    no,
Statue of Liberty,        40, 0,    no,
Corps Diplomatique,       10, 0,    Fli, ;(Eiffel Tower)
Army Pay Structure,       40, 0,    Ast, ;(Women's Suffrage)
Industrial Infrastructure,90, 0,    FP,  ;(Hoover Dam)
Manhattan Project,        60, 0,    no,
United Nations,           60, 0,    no,
Apollo Program,           60, 0,    no,
SETI Program,             60, 0,    no,
The King in Parliament,   10, 0,    Sth, ;England (Cancer)

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
Fun,        ; The Sun King's Court (Hanging Gardens)
nil,        ; Colossus
nil,        ; Lighthouse
nil,        ; Great Library
Gun,        ; Oracle
nil,        ; Great Wall
Esp,        ; Spanish Military System (Sun Tzu's War Academy)
nil,        ; King Richard's Crusade
nil,        ; Marco Polo's Embassy
Gun,        ; Michelangelo
nil,        ; Copernicus
War,        ; Magellan
Fun,        ; Shakespeare
nil,        ; Da Vinci's Workshop
X4,         ; Religious Toleration (Bach)
nil,        ; Newton
Wri,        ; City Corporations (Smith's Trading Co.)
nil,        ; Darwin
nil,        ; Statue of Liberty
Fun,        ; Eiffel Tower
nil,        ; Hoover Dam
nil,        ; Womens' Suffrage
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo
nil,        ; SETI
Rec,        ; King in Parliament (Cure for Cancer)


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus move 2 units (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Mamaluke Cavalry, nil,  0,  5.,1,  7a,3d,  2h,4f, 1, 0,  0, Env, 000000000000001 ; Swordfgt.wav
Slaves,           nil,  0,  1.,0,  0a,1d,  1h,0f, 1, 0,  5, Env, 000000000000000 ; No sound
Horse Troopers,   Tac,  0,  3.,0,  5a,4d,  3h,3f,12, 0,  0, Hor, 000000000000000 ; Swordfgt.wav - English
Chevaliers,       Tac,  0,  4.,0,  6a,3d,  2h,4f,10, 0,  0, Alp, 000000000000000 ; Swordfgt.wav - French
Ritters,          Tac,  0,  3.,0,  4a,4d,  4h,3f,12, 0,  0, Feu, 000000000000000 ; Swordfgt.wav - General
Dragoons,         Ban,  0,  4.,0,  7a,4d,  3h,3f, 8, 0,  0, Tac, 000010000000010 ; Swordfgt.wav - General
Dragoons,         X3,   0,  4.,0,  7a,4d,  3h,3f, 8, 0,  0, Tac, 000010000000010 ; Swordfgt.wav - French
Commodities,      nil,  0,  1.,0,  0a,0d,  1h,0f,10, 0,  7, Env, 000000000000010 ; No sound - spare - Musketeer slot
Citizen-Soldiers, nil,  0,  2.,0,  6a,4d,  2h,4f, 2, 0,  0, Tac, 000100001000000 ; Mchnguns.wav  (Fanatics)
Colonists,        nil,  0,  1.,0,  0a,3d,  2h,1f, 2, 0,  5, Env, 000000000000000 ; No sound (Partisan slot)
Musketeers,       X2,   0,  2.,0,  6a,6d,  2h,3f, 5, 0,  0, Tac, 000000001000000 ; Infantry.wav - English
Musketeers,       X3,   0,  2.,0,  6a,6d,  2h,3f, 5, 0,  0, Tac, 000000001000000 ; Infantry.wav - French
Africans,         nil,  0,  2.,0,  6a,3d,  4h,2f, 1, 0,  3, Env, 000011000000010 ; Mchnguns.wav 
Caribs,           nil,  0,  2.,0,  5a,4d,  3h,2f, 1, 0,  3, Env, 000001000000010 ; Mchnguns.wav 
Indians,          nil,  0,  2.,0,  5a,4d,  4h,2f, 1, 0,  3, Env, 000001000000010 ; Mchnguns.wav 
Pikemen,          Tac,  0,  1.,0,  2a,4d,  4h,1f, 5, 0,  1, PT,  000000001000000 ; Swrdhors.wav
Revetted Fortress,nil,  3,  0.,0,  0a,14d,10h,2f,30, 0,  7, Whe, 010010000000000 ; No sound 
Pirates,          nil,  0,  2.,0,  8a,1d,  2h,6f, 5, 0,  0, Env, 000000100000111 ; Elephant.wav
Moorish Infantry, nil,  0,  1.,0,  4a,5d,  3h,2f, 2, 0,  1, Env, 000010001000010 ; Swrdhors.wav - Moors DEFENCE!
Dwellings,        nil,  2,  0.,0,  0a,4d,  1h,1f, 1, 0,  0, Env, 000000000000000 ; No sound - Knight slot
Arquebusiers,     Tac,  0,  1.,0,  4a,2d,  2h,3f, 3, 0,  0, PT,  000010001000000 ; Cavalry.wav 
Firelocks,        Tac,  0,  2.,0,  5a,5d,  2h,3f, 6, 0,  0, Esp, 000000001000000 ; Cavalry.wav
Royal Cannon,     Whe,  0,  1.,0, 10a,0d,  8h,1f,18, 0,  0, PT,  000000001000000 ; Medgun.wav + Largexpl.wav
3pdr Galloper Guns,nil, 0,  2.,0,  8a,3d,  3h,2f,14, 0,  0, Min, 000010001000000 ; Catapult.wav
Demi-Culverin,    Amp,  0,  1.,0,  7a,1d,  4h,1f, 8, 0,  0, Lab, 000000001000000 ; Medgun.wav
68pdr Siege Mortar, nil, 0, 1.,0, 14a,0d, 10h,2f,14, 0,  0, Whe, 000000001000000 ; Medgun.wav + Largexpl.wav
12pdr Field Bttry,nil,  0,  1.,0, 10a,5d,  3h,3f,10, 0,  0, Amp, 000010001000000 ; Medgun.wav
Dragoons,         X2,   0,  4.,0,  7a,4d,  2h,5f, 8, 0,  0, Tac, 000010000000010 ; Swordfgt.wav - English
Shock Cavalry,    Tac,  0,  4.,0,  7a,3d,  2h,6f,12, 0,  0, CA,  000010000000000 ; Swordfgt.wav - Swedish
Artillery Fort,   nil,  3,  0.,0,  0a,12d,10h,1f,20, 0,  7, PT,  010010000000000 ; No sound
Beavers,          nil,  1,  1.,10, 0a,1d,  1h,0f, 1, 0,  0, Env, 001000000000000 ; Do DIVECRASH
Headhunters,      nil,  0,  2.,0,  6a,1d,  3h,6f, 3, 0,  0, Env, 001011001000000 ; Missile.wav
Galley,           War,  2,  6.,0,  5a,3d,  1h,4f, 6, 1,  2, nil, 000000000001000 ; No sound ; Possible Spare
Carrack,          Med,  2, 14.,0,  0a,2d,  1h,1f, 6, 1,  4, PT,  000000000001000 ; Torpedos.wav
Galleon,          War,  2, 12.,0,  4a,4d,  3h,2f,12, 0,  2, Phy, 100000000001000 ; Torpedos.wav
Iroquois Warband, nil,  0,  2.,0,  6a,4d,  3h,2f, 3, 0,  3, Env, 000011001000011 ; Aircmbt.wav
Stockade,         Tac,  3,  0.,0,  0a,4d, 10h,1f, 2, 0,  1, PT,  010010000000000 ; No sound - check obsolescence
Frigate,          nil,  2, 26.,0,  6a,8d,  4h,3f,10, 0,  2, MP,  100000000001001 ; Torpedos.wav
Man o' War,       MP,   2, 18.,0,  6a,10d, 5h,4f,16, 0,  2, War, 100000000001000 ; Torpedos.wav 
Two-Decker,       nil,  2, 20.,0,  7a,13d, 7h,5f,15, 0,  2, MP,  100000000001000 ; Torpedos.wav
Three-Decker,     nil,  2, 20.,0,  8a,15d, 8h,5f,20, 0,  2, MP,  100000000001000 ; Torpedos.wav
Privateer,        nil,  2, 28.,0,  5a,4d,  1h,5f, 4, 0,  2, X7,  100000010001001 ; Torpedos.wav
Town Militia,     nil,  1,  1.,1,  1a,4d,  3h,1f, 2, 0,  3, Dem, 010010000010000 ; Aircmbt.wav or Jet
Merchantman,      nil,  2, 18.,0,  0a,3d,  2h,1f, 5, 2,  4, Med, 000000000001000 ; Torpedos.wav
Castle,           nil,  3,  0.,0,  0a,7d,  9h,1f,15, 0,  6, PT,  010000000000000 ; No sound
Conquistadores,   Tac,  0,  3.,0,  5a,3d,  3h,4f,12, 0,  0, Sup, 000010000000000 ; Swordfgt.wav - Spanish
Chief and his Warriors,nil,0,9.,0, 0a,5d,  4h,1f, 1, 0,  1, Env, 000000000000000 ; No sound
Company Traders,  nil,  0,  2.,0,  0a,1d,  1h,1f,16, 0,  7, Wri, 000000000000010 ; No sound
Pelts and Skins,  nil,  0,  1.,0,  0a,1d,  1h,1f, 4, 0,  7, Env, 000000000000010 ; No sound
Sappers,          nil,  0,  2.,0,  0a,3d,  2h,1f, 6, 0,  5, Cst, 000000000000000 ; No sound
Farmers,          nil,  0,  1.,0,  0a,1d,  1h,1f, 6, 0,  5, Uni, 000000000000000 ; No sound
Raiding Party,    nil,  0,  2.,0,  6a,2d,  1h,4f, 2, 0,  0, Env, 000011000000010 ; Custom1.wav
Braves,           nil,  0,  3.,0,  5a,3d,  2h,3f, 3, 0,  0, Env, 000010001000010 ; Custom2.wav
Comanche Braves,  nil,  0,  3.,0,  6a,3d,  3h,3f, 3, 0,  3, Env, 000011001000011 ; Custom3.wav
Grenadiers,       Ban,  0,  2.,0,  6a,6d,  2h,4f, 8, 0,  0, Tac, 000000001000100 ; Extra1.wav - General
Grenadiers,       X2,   0,  2.,0,  6a,6d,  2h,4f, 8, 0,  0, Tac, 000000001000100 ; Extra2.wav - English
Grenadiers,       X3,   0,  2.,0,  6a,6d,  2h,4f, 8, 0,  0, Tac, 000000001000100 ; Extra3.wav - French
Apache Raiders,   nil,  0,  5.,0,  7a,3d,  1h,6f, 2, 0,  3, Env, 000010000000001 ; Extra4.wav
Musketeers,       Ban,  0,  2.,0,  6a,6d,  2h,3f, 5, 0,  0, Tac, 000000001000000 ; Extra5.wav
Privateersmen,    nil,  1,  1.,1,  4a,1d,  2h,2f, 3, 0,  0, X7,  000000000000000 ; Extra6.wav
Clansmen,         nil,  0,  3.,0,  6a,2d,  1h,4f, 3, 0,  0, Env, 000010001000110 ; Extra7.wav Do this!
Hunters,          nil,  0,  1.,0,  1a,0d,  2h,1f, 1, 0,  0, Env, 000001000010010 ; Extra8.wav

;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism      (Monarchy)
;        2 Monarchy       (Constitutional Monarchy)
;        3 Communism      (Absolute Monarchy)
;        4 Fundamentalism (Revolutionary)
;        5 Republic       (Parliamentary Monarchy)
;        6 Democracy      (Provincial Republic) 
;
@TERRAIN
Desert,     2,2,  0,0,0,   no,  0,10, 0,   no,  0, 5,  0,  Drt,   ; Drt
Plains,     1,2,  2,0,0,   yes, 2,15, 1,   no,  0,15,  0,  Pln,   ; Pln
Grassland,  1,2,  1,1,0,   yes, 4,10, 1,   no,  0,15,  0,  Grs,   ; Grs
Forest,     6,2,  0,2,0,   Tun, 0,20, 2,   no,  0,20,  0,  Grs,   ; For
Hills,      2,3,  1,0,0,   yes, 3,15, 2,   yes, 3,20,  1,  Hil,   ; Hil
Mountains,  8,4,  0,0,0,   no,  0,30, 0,   yes, 5,40,  2,  Mou,   ; Mou
Scrubland,  1,2,  1,0,0,   yes, 2,15, 2,   no,  0,15,  0,  Tun,   ; Tun
Plantation, 2,2,  0,1,10,  no,  0,20, 0,   no,  0,25,  0,  Grs,   ; Gla
Swamp,      6,2,  3,0,0,   Grs, 0,50, 1,   no,  0,40,  2,  Gla,   ; Swa
Jungle,     6,1,  2,0,0,   Pln, 0,40, 2,   no,  0,40,  2,  Gla,   ; Jun
Ocean,      1,3,  0,0,1,   no,  0, 0, 0,   no,  0, 0,  0,  Oce,   ; Oce
Oasis,      2,2,  4,0,4,
Horse Herds,1,2,  0,5,4,
Cattle,     1,2,  5,2,2,
Timber,     6,1,  0,4,2,
Grazing Herds,2,3,4,2,4,
Gold,       8,4,  0,4,12,
Goats,      1,2,  3,1,2,
Wealthy,    2,2,  0,0,12,
Spices,     6,2,  1,0,6,
Fruit,      6,1,  5,0,2,
Fish,       1,3,  4,0,2,
Camels,     2,2,  2,3,4,
Village,    2,2,  1,2,4,
Cattle,     1,2,  5,2,2,
Furs,       6,1,  0,1,6,
Ore Seam,   2,3,  0,3,1,
Silver,     6,4,  0,2,6,
Ore Deposits,1,2, 0,5,1,
Wealthy,    2,2,  0,0,12,
Water Fowl, 6,2,  4,1,2,
Village,    2,1,  2,2,6,
Fish,       1,3,  4,0,2,




@GOVERNMENTS
Protectorate,   Lord Protector,Countess
Monarchy,       The King's,  The Queen's
Const. Monarch, Royal,       Royal
Absolutism,     Imperial,    Imperial
Revolution,     Citizens',   Citizens'
Parliament,     Crown,       Crown
Republic,       States General,States General

;
@LEADERS
John Wettstein,Katherine,           0, 1, 0, Independents,Independent,-1, -1,  1,     1, King, Queen,     6, Burgomeister,   First Minister, 0, Lord Protector, Lady Protector
Ferdinand,    Isabella,            0, 2, 3, Hapsburg Empire,Hapsburg,    1, -1,  0,     3, Emperor,Empress, 6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Louis,        Marie,               0, 3, 3, French,      French,      1,  1, -1,     1, King, Queen,     6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Richlieu,     Isabella,            0, 4, 1, Spanish,     Spanish,     0, -1, -1,     1, King, Queen,     6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Gustav Adolf, Christina,           0, 5, 3, Swedes,      Swedish,     1,  1, -1,  4,     King,Elector,    6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Stafford,     Henrietta Maria,     0, 6, 2, English,     English,     1,  1,  1,     1, King, Queen,     6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Wilhelm,      Wilhemina,           0, 7, 2, United Provinces,Dutch,      -1,  1,  1,    5, King, Queen,     6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Montezuma,    Nazca,               0, 1, 0, Free Cantons, Swiss,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Polish Dutchy, Polish,1,1,-1,1, King, Queen, 6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Louis,        Joan of Arc,         0, 3, 3, French Huguenots,Quebecois,1,1,-1,1, King, Queen, 6, First Minister, First Minister, 0, Lord Protector, Lady Protector
Philip,       Isabella,            1, 4, 3, New Mexicans,     Mexican,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Norweigans,   Norweigan,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, USA,        American,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Orange Free State,Free Stater, 1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief
Montezuma,    Nazca,               0, 1, 0, Aztecs,      Aztec,       1,  1, -1,
Chingachook,  Pocahontes,          0, 2, 0, Coastal Indians,Coastal Indians, 1,  1, -1,     1, Chief, Chief, 2, Great Chief, Great Chief
Louis,        Joan of Arc,         0, 3, 3, French,      French,     -1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Philip,       Isabella,            1, 4, 3, Spanish,     Spanish,    -1,  1,  1,     4, Archbishop, Archbishop
Atawalpa,     Tarawa,              0, 5, 0, Incas,       Inca,       -1, -1, -1,     1, King, Queen, 2, Emperor, Empress
Charles,      Elizabeth,           1, 6, 3, English,     English,    -1,  1,  1,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Sitting Bull, Sacajawea,           0, 7, 0, Plains Indians,Plains Indian, 1,  1,  1,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,

;
;   Trading Commodities
;
@CARAVAN
Furs,
Salt Fish,
Firearms,
Textiles,
Wine,
Rum,
Tobacco,
Silver,
Gold,
Manufcts.,
Grain,
Slaves,
Sugar,
Horses,
Salt,
Coal,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fort,         F
Build Road,         R
Plant Crops,        I
Excavate Mine,      m
Clear,              O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Explorer
Colonist
Navigator
Governor
Viceroy
Emperor

@ATTITUDES
Trusting
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Suspicious
Icy
Hostile














